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<blockquote data-quote="Shades of Green" data-source="post: 5398922" data-attributes="member: 3297"><p>My inspiration up until now included the Thief series of computer games (which are excellent, btw) which heavily influenced the way I depicted Dwarven religion (heavily inspired by the Hammerites), Tolkien's works, reading the three AD&D 2E core books, the Baldur's Gate computer games and bits and pieces of real-world early Renaissance history. Another book which gave me some inspiration was Marion Zimmer Bradley's Mists of Avalon, which inspired the Lirini religion (matriarchal monotheism). Another computer game inspiring me heavily was Arx Fatalis, which had a lot of inspiration for my goblins.</p><p></p><p>Up until now I was using worlds with a more or less late medieval/early Renaissance flavor, and with more or less standard D&D assumptions about religion and magic. However, I've grown tired of using the same tropes and inspirations for my 13 or so years of gaming, and I'm looking to try something new.</p><p></p><p>One thing that I've been considering is to make my Wounded Gaia setting (see my sig) less typical D&D and more unique. in addition to drawing some inspiration from Michael Scott Rohan's Winter of the World saga, I intend to be heavily inspired by the Shintoesque D&D thread, as well as by various animistic and quasi-animistic religions, from the shamanism of the peoples native to the arctic circle, through Japanese Shinto to the Fey world of Slavic, Norse and Celtic mythology. I might also include ancestor worship. I haven't decided how far to go with this animistic world-view, but it might go as far as declaring Dragons, Aboleths and similar creatures - indeed, maybe even goblins - to be "gods"/spirits/Kami rather than "natural" animals, and replacing the Elf character race with a Changeling (a Fey raised by mortals, or maybe the result of a spirit mating with a mortal).</p><p></p><p>Another thing I'd love to do is semi-pulpish, high-adventure exploration on strange tropical islands, inspired by all these cool pirate and age-of-sail books I've read as a child and adolescent. Humans, and maybe Dwarves, coming from "typical" fantasy lands that have progressed into an equivalent of the early 17th century AD exploring the weird lands of the Lizardmen on remote islands, finding the vine-choked ruins of the dead Serpentmen empire and engaging in piracy! The Lizardmen culture would have some inspiration by Aztech/Inca/Maya myth, complete with pyramids and, sometimes, human (or lizardmen) sacrifices to placate angry, Lovecraftian gods; the Gecko-Men culture would be more Asian-inspired, with a Shinto-style religion. And, yes, the explorers and pirates WILL have firearms. The genre demands it!</p><p></p><p>I'd also like to explore an ancient Near East setting and a Stone Age/ice Age setting...</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 5398922, member: 3297"] My inspiration up until now included the Thief series of computer games (which are excellent, btw) which heavily influenced the way I depicted Dwarven religion (heavily inspired by the Hammerites), Tolkien's works, reading the three AD&D 2E core books, the Baldur's Gate computer games and bits and pieces of real-world early Renaissance history. Another book which gave me some inspiration was Marion Zimmer Bradley's Mists of Avalon, which inspired the Lirini religion (matriarchal monotheism). Another computer game inspiring me heavily was Arx Fatalis, which had a lot of inspiration for my goblins. Up until now I was using worlds with a more or less late medieval/early Renaissance flavor, and with more or less standard D&D assumptions about religion and magic. However, I've grown tired of using the same tropes and inspirations for my 13 or so years of gaming, and I'm looking to try something new. One thing that I've been considering is to make my Wounded Gaia setting (see my sig) less typical D&D and more unique. in addition to drawing some inspiration from Michael Scott Rohan's Winter of the World saga, I intend to be heavily inspired by the Shintoesque D&D thread, as well as by various animistic and quasi-animistic religions, from the shamanism of the peoples native to the arctic circle, through Japanese Shinto to the Fey world of Slavic, Norse and Celtic mythology. I might also include ancestor worship. I haven't decided how far to go with this animistic world-view, but it might go as far as declaring Dragons, Aboleths and similar creatures - indeed, maybe even goblins - to be "gods"/spirits/Kami rather than "natural" animals, and replacing the Elf character race with a Changeling (a Fey raised by mortals, or maybe the result of a spirit mating with a mortal). Another thing I'd love to do is semi-pulpish, high-adventure exploration on strange tropical islands, inspired by all these cool pirate and age-of-sail books I've read as a child and adolescent. Humans, and maybe Dwarves, coming from "typical" fantasy lands that have progressed into an equivalent of the early 17th century AD exploring the weird lands of the Lizardmen on remote islands, finding the vine-choked ruins of the dead Serpentmen empire and engaging in piracy! The Lizardmen culture would have some inspiration by Aztech/Inca/Maya myth, complete with pyramids and, sometimes, human (or lizardmen) sacrifices to placate angry, Lovecraftian gods; the Gecko-Men culture would be more Asian-inspired, with a Shinto-style religion. And, yes, the explorers and pirates WILL have firearms. The genre demands it! I'd also like to explore an ancient Near East setting and a Stone Age/ice Age setting... [/QUOTE]
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